I've been running through Eternal with Forrest in tow over Twitch. If you want to watch me bumble my way through a Marathon scenario in the name of testing you can watch me live late in the evenings after work. Or, you can check out the archives before Twitch decides to delete them.

BTW on the topic of our discussion in that first video, I noticed last night while rereading RyokoTK's commentary on Far Side of Nowhere that it was actually you who suggested the platform trigger polygons and ammo hidden in the towers that it has now, as a compromise between "there's no need to visit the rest of the map" and "this is a pointless switch hunt for an expo level".

Thanks LegacyTyphoon. In hindsight I always imagined my maps being too linear, but seeing you running around in confusion at times puts my worries to rest ) I thought I made some solid walls at the beginning of Sakhmet Rising to keep people from grenade jumping off the map... apparently not...

Eternal X v1.1.0 final is now online, and I've taken the "last stable" v1.0.3 down at last.

The 1.1.0 final is the same as b5 with two or three very minor bugs fixed.

Further development (besides possible bugfixes) will have to wait for 1.2 which will probably be in another seven years at the rate things have been going, but as soon as life settles back down again I'll get back on that texture project, and then figure out the new toolchain and start brushing up the maps a little, and meanwhile I'll keep on bugging people to finally get those damn weapons rendered, and we'll see what comes of it all.

But for now, at least it's no longer just a years-old "beta" sitting next to an even-more-years-old "stable" version on the front page of the website.